Note: I compiled two posts two weeks ago since I knew I would probably be busy Thanksgiving week (last week).
As I’m building this project, I’ve had to decided between building a 3D model of something (like an elephant) or just erecting a 2D picture of an elephant instead. It’s a pretty big design decision for me and sometimes a hard one to make. At first, it seemed like going 3D would always be the way to go because it seems to “look better,” but after my experience so far, “looking better” is completely dependent on the use and context of the object. The 3D vs. 2D decision has instead turned into a question of “which is more appropriate?”
My Thoughts on 3D Objects
For most cases, if you can readily find a 3D object (e.g., if you’re looking for a 3D elephant), it’s generally the
best bet if your item is going to be a prop in a set. But clue in on the last part of that sentence. 3D objects are best suited for when you are building something that’s supposed to be some tangible, “believable” virtual reality. Another way of saying that is that 3D objects are most applicable for when the object directly represents something that exists in the real world and when that is your intent of implementing the object.
For instance, since I was trying to give the user a quick taste of Africa, I strived to get all 3D animals and plant life because the intent of the room was to visually get the atmosphere of Africa across.
Finding 3D objects means that the object has already been created by another Second Life user and it’s for sale. Of course, not every object in the world has been created by a Second Life user (though many have), so if a 3D object isn’t available and you want want, you have to go ahead and build one. If you’re like me, you aren’t a master Second Life craftsman and you don’t really know how to make an elephant out of anything other than a bunch of grey spheres.
…Now for 2D Objects
2D objects serve two purposes for me and my application of Second Life construction. First, they are a simpler and quicker alternative when you can’t find a premade 3D object, or if the 3D objects on the market don’t suit your implementation needs. For example, I didn’t want to drain my Second Life bank account in one room, and I was also trying to save space, so one decision I made was to make a couple two-dimensional Zebras and placed them as a sort of “middleman” betweent he foreground and background since the wall had small zebras in the distance.
The more intuitive reason for going 2D is when the object isn’t necessarily representing a physical real-world object. Another way of saying this is that the object’s symbolism may exceed that of just a physical object.
2D objects especially come into play when you aren’t recreating something in SL, but trying to get a message across. 2D objects are obviously less complex than 3D objects, and I think that the depth of a 3D set can detract from the message you are trying to get across. For this reason, in the bottom room of our exhibit, I was targeting specific phrases about NothingButNets. I used 2D signs for the text messages as I did in the top room, but I also used 2D “cutouts” of Africans BECAUSE they were simpler. 2D objects seem to be quicker to comprehend since depth isn’t an issue so it occurred to me that keeping the objects as simple as possible in the bottom room would accentuate the message I was trying to portray.
Often I had to put myself back in the “passenger’s seat”, go into first person view on my avatar, and walk back into the room to get a grasp of dimensions, placement, and also how well the message would flow.
Implementing 2D objects is no shortcut, necessarily, as there are pros and cons and usages for both 3D and 2D objects.


















